Mythic Warfare

Total players (last 24 hours): 6

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7/30/2010A new upper level undead monster has been added, along with some new valuable treasures that cannot be purchased in the market.

7/30/2010Mind magic now has a better chance of affecting its targets, although durations will be a bit shorter. Additionally, monster willpower attributes have been reviewed, and dozens of monsters have had them lowered so that mind magic will be even more likely to work.

7/28/2010Another monster has been added, along with a new character icon and several weapons.

7/21/2010Two more monster types have been added, along with several new weapons and shields. A problem was also fixed with party locations upon entering a lair which could cause map errors and in some cases stuck adventures. Two new character icons have also been added.

7/19/2010The missing skeleton has been created, filling the gap between the weakest skeleton and the much stronger ones. Although not very tough compared to the better existing versions, this one makes up for its poor skills and hp with excellent equipment. It is thus dangerous, but also quite profitable should you manage to kill some. It may even turn out to be, pound-for-pound, the most profitable monster yet encountered. This will particularly help adventure levels 15-16 which had been rather low on average treasure.

7/16/2010The ability of demons to gate in additional demons has been altered substantially. This was done to allow monsters (like demons) to be created prior to encountering them without multiplying endlessly. This will become important in future types of adventuring. Demons can no longer gate in an unlimited number of allies. It is now treated as a special attack and is limited by energy. Demons will also only gate if they have been injured, which will require new tactics when fighting them (for instance, think twice before using area-effect spells and consider spells and weapons with one-shot kill potential). Gating now counts as an action, so they cannot gate and attack in the same action, or gate when dazed, paralyzed, etc.. However, a hurt demon with enough energy will almost always choose to gate if it can since it now weighs a gate action as the powerful choice that it is. I expect demon XP will need to be modified, and very likely initial energy levels will need to be reduced. Accordingly, this change will probably make demons more dangerous until additional data is collected so be extremely careful and when in doubt, flee.

7/15/2010Four new low to mid-level human adversaries have been added, to increase the variety of bandit opposition and raise (slightly) the average treasure collected on adventures approximately level 3-16.

7/15/2010A new class has been added, the necromancer. Necromancers are a relatively powerful class overall with good hp for a spellcasting class and acceptable combat skill costs. Their primary skill is, of course, magic: necromancy although they can learn other magic relatively easily, including life magic. It is uncommon to meet the selection requirements of this class, and it is not available to anyone of good alignment. Necromancers will become more useful as more necromancy spells are added, as well as additional undead monsters.

7/14/2010The loading time of the adventure screen has been drastically improved. A battle screen with over 600 monsters had been taking about 44 seconds to generate, and now it takes less than 0.6 seconds.

7/12/2010A new and quite likely final magic skill has been added, necromancy. The initial necromancy spells can damage, control, or create undead. However many of these spells carry alignment restrictions, since disturbing the dead is inherently evil. Clerics, paladins, and mystics can most easily learn necromancy magic of all the current classes. It is quite possible that a specialist necromancer class will be introduced soon.

7/12/2010A new zombie type has been added, the greater zombie. There is nothing great about it, however. Zombies are inherently stupid and unskilled. The greater zombie is slightly stronger and tougher than normal zombies, and will often carry more items and higher quality equipment.

7/11/2010Poison will no longer have any effect on characters who have successfully fled.

7/9/2010The fleeing formula now calculates a more narrow range of escape values. It will be much, much harder to get escape values exceeding 100%. Without magic common situations will have values around 30-50%. However, the size of the enemy force matters much less, so you will now have a small chance to flee even from hundreds of enemies.

7/6/2010Several small bugs have been fixed pertaining to the map, spell effects, some magic equipment, display bugs, monster skills, and even unseen calculations.

6/15/2010Adventure maps are no longer limited to 10x10 per floor. They can be larger, which can require scrolling the map window. Upon loading or moving it should auto-center on your party, but if you have troubles with this on any untested browsers or resoultions please post in the forums to let me know. While this change may seem pointless, it is important to develop the tools needed to support land exploration and warfare.

6/9/2010New armor types have been added. They are more or less a hybrid between existing armor types and humanoid armors, and in fact when they degrade they become the appropriate humanoid armor. They have the designation cheap in front of their names and are inferior in every way to their namesakes. Except, of course, in price. You will find if you buy the cheap version of armor you will be able to afford roughly two more points of defense for the same cost. Think of this as a way of buying upgraded and more durable copies of the humanoid armors.

6/8/2010On adventures, the keypad arrow keys can now be used (if numlock is on) to move about in addition to the mouse. The space or enter key will fire the continue event.

6/8/2010Characters now have a move rate listed under their attributes on the character page. This has no current bearing on the game, however once larger-scale tactical combat is available, every party will have a maximum movement distance equal to the slowest move rate in the group.

6/8/2010Another monster lair (adventure level 15+) has been added with more unique and powerful items, some of which you can't buy in stores.

6/7/2010Two monster lairs have been added, including a higher level fiend lair where they will be (once in a great while) guarding an extremely powerful demon-slaying weapon.

Today's top ten fallen heros
  • The Sloth of Legion, a level 4 wizard killed by a fiend.
  • Lohr of Vvos, a level 1 magi killed by a large spider.
  • Drake of Vvos, a level 1 paladin killed by a small red demon.
  • Lestel of Vvos, a level 1 elven fighter killed by a large spider.
  • Kent of Vvos, a level 1 fighter killed by a large spider.
  • Kerf of silverlode, a level 1 wizard killed by a small red demon.
  • Alscradey of Vvos, a level 1 yeoman killed by a large spider.
  • Tukal of Vvos, a level 1 shaman killed by a small gray demon.
  • Drake of Vvos, a level 1 fighter killed by a small gray demon.
  • Tsin of Vvos, a level 1 necromancer killed by a bandit.